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| author | Rémi Verschelde | 2017-03-05 16:44:50 +0100 |
|---|---|---|
| committer | Rémi Verschelde | 2017-03-05 16:44:50 +0100 |
| commit | 5dbf1809c6e3e905b94b8764e99491e608122261 (patch) | |
| tree | 5e5a5360db15d86d59ec8c6e4f7eb511388c5a9a /scene/3d/visual_instance.h | |
| parent | 45438e9918d421b244bfd7776a30e67dc7f2d3e3 (diff) | |
| download | godot-5dbf180.tar.gz godot-5dbf180.tar.zst godot-5dbf180.zip | |
A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
Diffstat (limited to 'scene/3d/visual_instance.h')
| -rw-r--r-- | scene/3d/visual_instance.h | 62 |
1 files changed, 26 insertions, 36 deletions
diff --git a/scene/3d/visual_instance.h b/scene/3d/visual_instance.h index 5955dae23..9f1cba923 100644 --- a/scene/3d/visual_instance.h +++ b/scene/3d/visual_instance.h @@ -29,85 +29,77 @@ #ifndef VISUAL_INSTANCE_H #define VISUAL_INSTANCE_H -#include "scene/3d/spatial.h" #include "face3.h" #include "rid.h" +#include "scene/3d/spatial.h" #include "scene/resources/material.h" /** @author Juan Linietsky <reduzio@gmail.com> */ class VisualInstance : public Spatial { - GDCLASS( VisualInstance, Spatial ); + GDCLASS(VisualInstance, Spatial); OBJ_CATEGORY("3D Visual Nodes"); RID instance; uint32_t layers; - RID _get_visual_instance_rid() const; - - protected: - void _update_visibility(); void _notification(int p_what); static void _bind_methods(); -public: +public: enum GetFacesFlags { - FACES_SOLID=1, // solid geometry - FACES_ENCLOSING=2, - FACES_DYNAMIC=4 // dynamic object geometry + FACES_SOLID = 1, // solid geometry + FACES_ENCLOSING = 2, + FACES_DYNAMIC = 4 // dynamic object geometry }; RID get_instance() const; - virtual Rect3 get_aabb() const=0; - virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const=0; + virtual Rect3 get_aabb() const = 0; + virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const = 0; virtual Rect3 get_transformed_aabb() const; // helper - void set_base(const RID& p_base); + void set_base(const RID &p_base); void set_layer_mask(uint32_t p_mask); uint32_t get_layer_mask() const; - VisualInstance(); ~VisualInstance(); - }; class BakedLight; class GeometryInstance : public VisualInstance { - GDCLASS( GeometryInstance, VisualInstance ); -public: + GDCLASS(GeometryInstance, VisualInstance); +public: enum Flags { - FLAG_CAST_SHADOW=VS::INSTANCE_FLAG_CAST_SHADOW, - FLAG_BILLBOARD=VS::INSTANCE_FLAG_BILLBOARD, - FLAG_BILLBOARD_FIX_Y=VS::INSTANCE_FLAG_BILLBOARD_FIX_Y, - FLAG_DEPH_SCALE=VS::INSTANCE_FLAG_DEPH_SCALE, - FLAG_VISIBLE_IN_ALL_ROOMS=VS::INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS, - FLAG_USE_BAKED_LIGHT=VS::INSTANCE_FLAG_USE_BAKED_LIGHT, - FLAG_MAX=VS::INSTANCE_FLAG_MAX, + FLAG_CAST_SHADOW = VS::INSTANCE_FLAG_CAST_SHADOW, + FLAG_BILLBOARD = VS::INSTANCE_FLAG_BILLBOARD, + FLAG_BILLBOARD_FIX_Y = VS::INSTANCE_FLAG_BILLBOARD_FIX_Y, + FLAG_DEPH_SCALE = VS::INSTANCE_FLAG_DEPH_SCALE, + FLAG_VISIBLE_IN_ALL_ROOMS = VS::INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS, + FLAG_USE_BAKED_LIGHT = VS::INSTANCE_FLAG_USE_BAKED_LIGHT, + FLAG_MAX = VS::INSTANCE_FLAG_MAX, }; - enum ShadowCastingSetting { - SHADOW_CASTING_SETTING_OFF=VS::SHADOW_CASTING_SETTING_OFF, + SHADOW_CASTING_SETTING_OFF = VS::SHADOW_CASTING_SETTING_OFF, SHADOW_CASTING_SETTING_ON = VS::SHADOW_CASTING_SETTING_ON, - SHADOW_CASTING_SETTING_DOUBLE_SIDED=VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED, - SHADOW_CASTING_SETTING_SHADOWS_ONLY=VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY + SHADOW_CASTING_SETTING_DOUBLE_SIDED = VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED, + SHADOW_CASTING_SETTING_SHADOWS_ONLY = VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY }; private: - bool flags[FLAG_MAX]; ShadowCastingSetting shadow_casting_setting; Ref<Material> material_override; @@ -119,12 +111,11 @@ private: float extra_cull_margin; protected: - void _notification(int p_what); static void _bind_methods(); -public: - void set_flag(Flags p_flag,bool p_value); +public: + void set_flag(Flags p_flag, bool p_value); bool get_flag(Flags p_flag) const; void set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting); @@ -142,7 +133,7 @@ public: void set_lod_max_hysteresis(float p_dist); float get_lod_max_hysteresis() const; - void set_material_override(const Ref<Material>& p_material); + void set_material_override(const Ref<Material> &p_material); Ref<Material> get_material_override() const; void set_extra_cull_margin(float p_margin); @@ -151,8 +142,7 @@ public: GeometryInstance(); }; -VARIANT_ENUM_CAST( GeometryInstance::Flags ); -VARIANT_ENUM_CAST( GeometryInstance::ShadowCastingSetting ); - +VARIANT_ENUM_CAST(GeometryInstance::Flags); +VARIANT_ENUM_CAST(GeometryInstance::ShadowCastingSetting); #endif |
